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Chapter II: Conjuration EmptyWed Oct 02, 2019 5:52 pm by Alucard

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Chapter II: Conjuration

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Chapter II: Conjuration Empty Chapter II: Conjuration

Post by Alucard Mon Sep 30, 2019 2:16 pm

Name: Produce Flame
Type: Conjuration
Casting Time: instant
Level: Untrained
Description: A flickering flame appears in your hand. The flame remains there for as long as you concentrate and harms neither you nor your equipment. The flame sheds bright light in a 10-foot radius and dim light for an additional 10 feet. The spell ends if you dismiss it as an action or if you cast it again.
You can also attack with the flame, although doing so ends the spell. When you cast this spell, or as an action on a later turn, you can hurl the flame at a creature within 30 feet of you. Make a ranged spell attack. On a hit, the target takes 30 fire damage.
Requirements: N/A

Name: Fog Cloud
Type: Conjuration
Casting Time: 1 post
Level: Untrained
Description: You create a 20-foot-radius sphere of fog centered on a point within range. The sphere spreads around corners, and its area is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Lasts as long as user retains concentration.
Requirements: N/A

Name: Floating Disk
Type: Conjuration
Casting Time: Instant
Level: Untrained
Description: This spell creates a circular, horizontal plane of force, 3 feet in diameter and 1 inch thick, The disk is able to be moved by hand motions from the caster, and can be ridden. It moves at a speed equal to the power of this spell and has the same for its durability.
If you move more than 100 feet from the disk (typically because it can’t move around an obstacle to follow you), the spell ends. If the disk is destroyed or the spell ends, the disk disappears and anything on it falls to the ground.
Requirements: N/A
Alucard
Alucard
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Posts : 86
Join date : 2019-09-28

Character sheet
Race: Vampire

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Chapter II: Conjuration Empty Re: Chapter II: Conjuration

Post by Alucard Mon Sep 30, 2019 2:20 pm

Name: Find Steed
Type: Conjuration
Casting Time: Instant
Level: Novice
Description: You summon a spirit that assumes the form of an unusually intelligent, strong, and loyal steed, creating a long-lasting bond with it. Appearing in an unoccupied space within range, the steed takes on a form that you choose: a warhorse, a pony, a camel, an elk, or a mastiff. (Your steed can be any animal (Non-magical) that can be mounted.) The steed has 100 in all stats, but 200 in speed. Additionally, it gains the ability to understand your language and to communicate with you psychicly.
Your steed serves you as a mount, both in combat and out, and you have an instinctive bond with it that allows you to fight as a seamless unit. While mounted on your steed, you can make any spell you cast that targets only you also target your steed.
When the steed drops to 0 hit points, it disappears, leaving behind no physical form. You can also dismiss your steed at any time, causing it to disappear. In either case, casting this spell again summons the same steed, restored to its hit point maximum.
While your steed is within 1 mile of you, you can communicate with it telepathically.
You can’t have more than one steed bonded by this spell at a time. As an action, you can release the steed from its bond at any time, causing it to disappear.
Requirements: N/A

Name: Mist Step
Type: Conjuration
Casting Time: Instant
Level: Novice
Description: Briefly surrounded by silvery mist, you teleport up to 30 feet to an unoccupied space that you can see.
Requirements: N/A
Alucard
Alucard
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Posts : 86
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Character sheet
Race: Vampire

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Chapter II: Conjuration Empty Re: Chapter II: Conjuration

Post by Alucard Mon Sep 30, 2019 2:23 pm

Name: Dimension Door
Type: Conjuration
Casting Time: 1 post
Level: Adept
Description: You teleport yourself from your current location to any other spot within 500ft. You arrive at exactly the spot desired. It can be a place you can see, one you can visualize, or one you can describe by stating distance and direction, such as “200 feet straight downward” or “upward to the northwest at a 45-degree angle, 300 feet.”
You can bring along objects as long as their weight doesn’t exceed what you can carry. You can also bring one willing creature of your size or smaller who is carrying gear up to its carrying capacity. The creature must be within 5 feet of you when you cast this spell.
If you would arrive in a place already occupied by an object or a creature, you and any creature traveling with you each take 60 force damage, and the spell fails to teleport you.
Requirements:

Name: Secret Chest
Type: Conjuration
Casting Time: Instant
Level: Adept
Description: You hide a chest, and all its contents, on the Ethereal Plane. You must touch the chest and the miniature replica that serves as a material component for the spell. The chest can contain up to 12 cubic feet of nonliving material (3 feet by 2 feet by 2 feet).
While the chest remains on the Ethereal Plane, you can use an action and touch the replica to recall the chest. It appears in an unoccupied space on the ground within 5 feet of you. You can send the chest back to the Ethereal Plane by using an action and touching both the chest and the replica. This effect ends if you cast this spell again, if the smaller replica chest is destroyed, or if you choose to end the spell as an action. If the spell ends and the larger chest is on the Ethereal Plane, it is irretrievably lost.
Requirements: N/A
Alucard
Alucard
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Posts : 86
Join date : 2019-09-28

Character sheet
Race: Vampire

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Chapter II: Conjuration Empty Re: Chapter II: Conjuration

Post by Alucard Mon Sep 30, 2019 2:25 pm

Name: Teleportation Circle
Type: Conjuration (Ritual)
Casting Time: 3 posts
Level: Expert
Description: As you cast the spell, you draw a 10-foot-diameter circle on the ground inscribed with sigils that link your location to a permanent teleportation circle of your choice whose sigil sequence you know and that is on the same plane of existence as you. A shimmering portal opens within the circle you drew and remains open until the end of your next turn. Any creature that enters the portal instantly appears within 5 feet of the destination circle or in the nearest unoccupied space if that space is occupied.
Many major temples, guilds, and other important places have permanent teleportation circles inscribed somewhere within their confines. Each such circle includes a unique sigil sequence—a string of magical runes arranged in a particular pattern. When you first gain the ability to cast this spell, you learn the sigil sequences for two destinations on the Material Plane, that you have seen before. You can learn additional sigil sequences during your adventures. You can commit a new sigil sequence to memory after studying it for 3 posts.
Requirements: N/A

Name: Tree Stride
Type: Conjuration
Casting Time: instant
Level: Expert
Description: You gain the ability to enter a tree and move from inside it to inside another tree of the same kind within 500 feet. Both trees must be living and at least the same size as you. You must use 5 feet of movement to enter a tree. You instantly know the location of all other trees of the same kind within 500 feet and, as part of the move used to enter the tree, can either pass into one of those trees or step out of the tree you’re in. You appear in a spot of your choice within 5 feet of the destination tree, using another 5 feet of movement.
Requirements:
Alucard
Alucard
Admin

Posts : 86
Join date : 2019-09-28

Character sheet
Race: Vampire

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Chapter II: Conjuration Empty Re: Chapter II: Conjuration

Post by Alucard Mon Sep 30, 2019 2:28 pm

Name: Teleport
Type: Conjuration
Casting Time: instant
Level: Master
Description: The caster can instantly transport themselves to any location that they know about. This happens instantly and they vanish without leaving a trace and appear from thin air. They are able to do this five times per topic.
Requirements: N/A

Name: Incendiary Cloud
Type: Conjuration
Casting Time: 3 posts
Level: Master
Description: A swirling cloud of smoke shot through with white-hot embers appears in a 20-foot-radius sphere centered on a point within range. The cloud spreads around corners and is heavily obscured. It lasts for the duration or until a wind of moderate or greater speed (at least 10 miles per hour) disperses it. Any creature within the cloud when cast or anytime during its duration is burned for the spell power per post. Lasts 5 posts.
Requirements:

Alucard
Alucard
Admin

Posts : 86
Join date : 2019-09-28

Character sheet
Race: Vampire

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Chapter II: Conjuration Empty Re: Chapter II: Conjuration

Post by Alucard Mon Sep 30, 2019 2:34 pm

Name: Gate
Type: Conjuration
Casting Time: 1 post
Level: Grand Master
Description: You conjure a portal linking an unoccupied space you can see within range to a precise location anywhere you can see or have been before. The portal is a circular opening, which you can make 5 to 20 feet in diameter. You can orient the portal in any direction you choose. The portal lasts for the duration.
The portal has a front and a back on each plane where it appears. Travel through the portal is possible only by moving through its front. Anything that does so is instantly transported to the other plane, appearing through the portal.
Requirements:


Name: Wish
Type: Conjuration
Casting Time: Instant
Level: 10
Description: Wish is the mightiest spell a mortal creature can cast. By simply speaking aloud, you can alter the very foundations of reality in accord with your desires.
The basic use of this spell is to duplicate any other spell of Master or lower. You don’t need to meet any requirements in that spell, including costly components. The spell simply takes effect.
Alternatively, you can create one of the following effects of your choice:
- You create one object of up to 25,000 gp in value that isn’t a magic item. The object can be no more than 300 feet in any dimension, and it appears in an unoccupied space you can see on the ground.
- You allow up to twenty creatures that you can see to regain all hit points, and you end all effects on them described in the greater restoration spell.
- You may unafflict a willing target of a curse (Vampirism, Lycanthrpoy, Demonism).
- You grant up to ten creatures you can see immunity to a single spell or other magical effect for the topic. For instance, you could make yourself and all your companions immune to a lich’s life drain attack.
- You undo a single recent event, causing damage to be undone, a life to be spared or reality to be rewritten.
Depending how you word your wish, you may run into varying results, so in the old terms, "Be careful what you wish for."
For example, wishing that a villain were dead might propel you forward in time to a period when that villain is no longer alive, effectively removing you from the game. Similarly, wishing for a legendary magic item or artifact might instantly transport you to the presence of the item’s current owner.
Custom effect, cause a custom effect to occur. If you question if its possible simply ask a staffer and we can give you the OK.
The stress of casting this spell to produce any effect other than duplicating another spell weakens you. After enduring that stress, each time you cast a spell until you finish the topic, you take damage equal to half the power of the spell being cast. This damage can’t be reduced or prevented in any way. In addition, your Strength drops to 10, if it isn’t 10 or lower already, for 10 posts. For each of those posts that you spend resting and doing nothing more than light activity, your remaining recovery time decreases by 5 posts. These posts are not topic specific and simply last until the recovery amount is met.
Requirements:
Alucard
Alucard
Admin

Posts : 86
Join date : 2019-09-28

Character sheet
Race: Vampire

https://moonlit-tales.forumotion.com

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